Random4811: It would have been you, but twitch archives don't agree with my old pc. I was getting alot of slowdown. Couldn't accurately see what was happening. Sorry buddy.
GREGORE: I will be looking at the first match vs Samus. Here we go.
I do match break downs by range zones, general advice, and what you need to work on specifically. Let's continue.
Long Range
You didn't ever let her sit at this range for long. You got in and for the most part you stayed in. Good. That's what you want vs a zoner like Samus. Block her stuff intelligently. Cancel dashes with shields. Intelligent use of jumps and rolls. Nothing much to say. Good job.
Mid Range
You did very well here. You walled well with full hop fairs, SH nairs and d-tilts. You shut down approaches with f-tilts too. I saw solid mid range poke based gameplay. The essence of a Marth with a strong foundation. Any player that can grasp the basics like you can only get stronger. I would love to see more jabs though. Fastest button Marth has at 4 frames. Good recovery. Decent damage for a jab. Shuts down short hop approaches and safer then f-tilt on block. Still very solid overall.
Close Range
Made good use of grabs and I saw a little DB. Jab is better at this range. DB is now 7 frames while jab remains at 4. Not alot of panic rolling which is good, but I did see some very bad rolls. For example you rolled towards Samus or more then one occasion when it wasn't needed and it put your back to the edge. Not smart. Stay focused and in control at this range. Blocking and then doing a Dolphin Slash is a strong defensive option to reset your spacing and get your enemy away from you.
Traps/Edge guarding
This is where I see where you are lacking. You weren't aggressive off stage for the most part, which is a stark contrast to such an aggressive brickwalling style you seem to have. You gotta go after your opponent. Make them WORK for that ledge. Especially since you did a GREAT job of keeping Samus on the ledge. You did EXACTLY what Marth wants to do but you didn't capitalize on your reward. If a Marth player doesn't make the best of the trap situations he puts his opponents in you might as well play Ike because all you are doing is knocking people around with your sword and Ike does that alot better. I also didn't see alot of d-tilt trap baits. You used it primarily to poke which is fine, but now its Marth's only reliable trap starter so it's imperative that the d-tilt trap be mastered. Check this qoute for d-tilt trap explanation.
Decision making/Punishing
I saw several missed opportunities. It's just a matter of reacting better and knowing your opponents percents so you know when to go for the kill.
D-tilt Trap In-depth
By abusing D-tilts IASA frames or "interruptible As Soon As" its possible to create very tight traps that are difficult to escape. If this move is shielded, spot dodged or rolled away from Marth/Lucina remain in a strong position to punish or remain in control. Spot dodge is a free almost any punish you want granted you are fast enough to react. Roll behind means grab or Dancing Blade. Shielded means you can do another, Shield Breaker, dash grab or simply...wait. More then likely your opponent will roll. Roll away you can punish with dash dancing blade but only those with the fastest of reaction times will get this punish consistently. If they shield drop and attempt to attack you can just AA them with f-tilt or f-smash if you want the stock and they have enough percent.
When you have your opponents on the ledge btw, the key is to give them just enough room to hang themselves. Position yourself just outside of their ledge get up attack. You can now on reaction cover virtually any option they choose. Just watch, wait and be ready to react instantly. Constantly full jumping and fairing won't accomplishing anything.
Also I'm not a fan of u-throwing Samus. Shes good at getting out of air traps thanks to bombs. Just f-throw or b-throw. Possible instant ledge trap scenario. Much greater potential for reward. It's also just easier to ledge trap than it is to air-to-land trap.
General Advice
- More jab
- Work on traps and master the d-tilt trap
- More aggressive off stage edge guarding. You got your last kill due to this, so clearly it works.
- More Dancing Blade to punish when you are coming out of a run. Use up version more
- Greater focus on transitioning into more advanced gameplay and manipulating your opponent with your actions
- More f-throw/b-throw to go for the ledge trap
The fact that your fundamentals are sound really meant I didn't need to go too in-depth here. You really do have a solid neutral game and thats a HUGE part of being successful with Marth. good stuff.